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I'm making a CSGO Map and need more than 2 eyes on it


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Posted

Hi! So I got here after the website was recommended to me in a comment on my videos. I started working on a CSGO map and I am trying to document the process of making it on YouTube. I'm not an expert or a game designer so i just do this in my free time and it would really help to get feedback on the stages of my process. Feel free to check out what I have so far at this link:

https://www.youtube.com/channel/UCbHyGjatT6xNMu_EYMgNJCw

I also attached my first sketch of the map here. Let me know what you think of it (B is under A just like on Nuke). Cheers!

I appreciate any feedback! Thank you!

CSGO Map.png

Posted

Looks . . . very much "nuke but what if everything was shifted around a little and ramp doesn't have a ramp". I haven't watched through your videos, but seeing as you appear to've studied a number of maps, it seems a shame you've only taken inspiration from one of them.

That doesn't have to be a bad thing, but I would say you'll have to make a choice pretty soon - do you *want* it to be an alternative version of nuke, or its own thing entirely? Because if you use the nuke models/textures you're very much picking the prior, and that may or may not be something you were actually intending on.

Either way, it's just a sketch - get it into 3D as soon as you can, and you'll actually be able to tell how it feels. I think opinions might differ on this but I'd say there's very little point theorizing too much until you've made at least one practical example you can properly square your considerations against.

Posted

What i think you might want to consider in your early layout is where the first contact points are between the two sides. Atm it seems like T's can just get easily into the basement without that being contested by the CT's. It can be a trap to just look at what each side can do individually, and the real question is how they interact with one another.

Also that winding staircase could be a bit of a problem. As far as i can read it needs to connect all the way from heaven the ground floor and into the basement? I would try and break that up and either use a traditional staircase or a ladder (source is infamously bad for winding stairs).

And ofc what is the theme? A strong sense of identity can go a long way for map, esp consider what the bombsites "are" and why someone would want to blow them up.

Good luck with the map!

Posted (edited)

My hot take would be that B looks way too small and confined... but there's no real way to judge scale from a sketch. It seems like it could become a killrom, in particular if like @spa says the T can get there unchallenged.

Keep it up, make a blockout, you still have couple weeks to the end of #blocktober :D and get it tested to see what works!

Edited by blackdog

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